
'I'm like 'aw snap!', then my dawg gows '420!' and I'm like 'bananas!', you feel me?'
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item types
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panty types
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download the rules
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objective
Your mission is clear: Infiltrate the Girl's Dorm, whether by stealth or sweet-talk, and snag some panties. Panty Raider has 108 unique cards of three types (Mischief, Guru, Dorm). The Mischief cards include items and events that can speed or slow players in their panty-collecting endeavors. The Guru cards offer different panty-raiding styles that players can learn. And the Dorm cards are the roommates who must be won over to get their panties. The two ways to do that are raiding and trading.
gameplay
Trading involves giving up items in exchange for panties. Items have different values, for example, a calendar with puppies doing cute things is worth more than a second-hand lamp shade. Each roommate has a preferred type of item, so if you offer that type of item, its trade value doubles. Beat the roommates' combined trade score, and their panties are yours. That is, unless your opponents play Mischief cards to sabotage your deal.
But if you've got nothing to trade, or diplomacy just isn't your thing, you can always raid. First you equip some slick gear like a polyester ninja suit or some night vision goggles. Then you break out the arsenal you've been building -- a playground dodgeball or maybe someone's pet hamster. And if you beat the roommates' raid score including the help they're likely to get from competing raiders, those panties are yours.
mechanics
A round begins with the player equipping items such as a fake moustache with matching goatee or a marshmallow shooter. Then, if the player wants to learn from a Guru, a Mischief card is discarded (as payment) and a Guru card is taken. Next, the player decides to go to the Boy's Dorm and collect more Mischief cards or go to the Girl's Dorm and hunt for panties. If heading for the Girl's Dorm, the player can go alone (very risky!) or recruit a partner for the adventure.
Once a partner has been found, the top two Dorm cards are flipped over and the players decide to raid or trade, depending on the strengths and weaknesses of the roommates, as well as the players' own stockpile of Mischief cards. Once the players announce whether they're raiding or trading, all players can then toss out Mischief cards in an effort to cramp each other's style. Each Mischief card adds a six-sided die roll to the score, either for the raiders or for the roommates.
sample raid
| Player 1 |
I'm wearing an afro with a chinstrap and a toga made from my bedsheets, each giving me +1 raid. You've got some sweet gear. Care to sneak into the Girl's Dorm with me?
- the raider starts with a raid score of 2
| | Player 2 |
I'm in. My scuba mask and snorkel and my shady-looking trenchcoat each give me +1 raid. I'll also toss out a squirtable ketchup bottle to beef up our odds against the petulant prepster and the melodramatic emo girl
- the invited raider adds +2 raid and also a six-sided die - prepster's base raid score is 3 and emo girl's is 1 - the raiders have 4 plus 1 six-sider, and the roommates have 4
| | Player 3 |
Too bad prepster is armed with a spatula and she knows kung fu.
- prepster now gets 2 bonus six-sided dice - the roommates now have 4 plus 2 six-siders
| | Player 4 |
You forgot to mention emo girl likes to punch inflatable clowns.
- emo girl gets a bonus six-sided die - the roommates now have 4 plus 3 six-siders
| | Player 1 |
Maybe an inflatable hammer will come in handy. Plus, emo's a sucker for astrology one-liners.
- the raiders get 2 more six-sided dice - the raiders and roommates now each have 4 plus 3 six-siders
| | Player 4 |
It would, except emo girl? Yea, she takes kickboxing classes...
- and one more six-sider for the roommates...
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When everyone's done throwing down Mischief cards, all the dice are rolled and the scores are tallied. If the raiders win, they get the panties. If they lose, those panties are still up for grabs.
goal
Whether by raiding or trading, players are trying to bag the most panties -- boyshorts, bikinis, and thongs -- the hotter the undergarment, the sweeter the payoff in fresh Mischief cards. Players must hold onto newly sacked panties long enough to return to the Boy's Dorm and cash them in. Five cashed-in panties are all that separate you from victory.
clarifications
There are a few updates to the rules. Please contact us if you find additional ambiguities.
Two changes to counter the end-game stalemate potential: (a) panties worn on head give a bonus die roll (not a +2) to raid. (b) each banked panty gives a permanent +2 bonus to raid and trade. Put banked panties face-down in front of you to keep track of panty score and the in-play bonus.
When the Mischief deck runs out, reshuffle it, but remove these six cards from the game: scented candles, a fistful of smoke bombs, dude, she's your cousin!, they're granny panties!, someone pulled the fire alarm, someone tipped off the hall monitor. These cards are used once and removed from game.
After a successful raid or trade, the Dorm cards are delivered to the current player and are then considered panty cards. The player can then distribute them to other players per any deals made.
Dice are not included, but they are required to play this game. One way to keep track is to use two different colors of dice and to place dice of one color on Mischief cards that help the players and the other color dice on Mischief cards that help the roommates.
Use effect or equip effect or bonus effect all refer to the same thing on an item. This is a one-time effect if the item says use before roll or use after roll in the bottom-left of the card. If the item says equip, then it is always in effect when the item is equipped.
When trading, compare the item type to the roommate's item preference. If they match, the trade value is doubled. Only one item's value can be doubled in this way per roommate.
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